-#ifndef PLAYER_REMOTE_H
-#define PLAYER_REMOTE_H
-
+#pragma once
#include "player.h"
#include "network.h"
#include "network_common.h"
+#include "player_render.h"
+#include "player_effects.h"
+#include "player_api.h"
+
+#include "player_skate.h"
+#include "player_walk.h"
+#include "player_dead.h"
+#include "player_basic_info.h"
+#include "player_glide.h"
#define NETWORK_SFX_QUEUE_LENGTH 12
-struct {
+struct global_netplayers
+{
struct network_player {
- int active;
+ int active, isfriend, isblocked;
+ u64 steamid;
u16 board_view_slot, playermodel_view_slot;
enum player_subsystem subsystem;
/* this is set IF they exist in a world that we have loaded */
world_instance *active_world;
- int hub_match, client_match;
+ int world_match[ k_world_max ];
+ u32 location_pstr; /* TODO: valid if active_world set. */
/* TODO: Compression with server code */
char username[ NETWORK_USERNAME_MAX ];
char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
+ char chat[ NETWORK_MAX_CHAT ];
+ char region[ NETWORK_REGION_MAX ];
+ u32 region_flags;
+ f64 chat_time;
+
+ /* ui */
+ u32 medals[3];
+ f32 opacity;
u32 down_bytes;
f32 down_kbs;
+
+ struct player_effects_data effect_data;
+ bool render_glider;
}
list[ NETWORK_MAX_PLAYERS ];
f64 timestamp;
enum player_subsystem subsystem;
- u8 instance_id;
+ u8 flags;
u16 boundary_hash;
union interp_animdata {
- struct player_skate_animator _skate;
- struct player_walk_animator _walk;
- struct player_dead_animator _dead;
+ /* these aren't accessed directly, just used to take the
+ * max(sizeof) all systems */
+ struct player_skate_animator __skate;
+ struct player_walk_animator __walk;
+ struct player_dead_animator __dead;
+ struct player_basic_info_animator __basic;
}
data;
+
+ struct remote_glider_animator data_glider;
}
frames[ NETWORK_BUFFERFRAMES ];
interp_data[ NETWORK_MAX_PLAYERS ];
struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
- u8 sfx_availible[ NETWORK_SFX_QUEUE_LENGTH ];
- m4x3f *final_mtx;
+ m4x3f *final_mtx,
+ *glider_mtx;
struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
u32 up_bytes;
f32 up_kbs, down_kbs;
f64 last_data_measurement;
-}
-static netplayers;
-static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
-static void remote_player_debug_update(void);
-static void remote_player_send_playerframe(void);
-static void animate_remote_player( u32 index );
-static void render_remote_players( world_instance *world, camera *cam );
-static void relink_all_remote_player_worlds(void);
+ int chatting;
+ char chat_buffer[ NETWORK_MAX_CHAT ], chat_message[ NETWORK_MAX_CHAT ];
+ f64 chat_time;
+}
+extern netplayers;
-#endif /* PLAYER_REMOTE_H */
+void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
+void remote_player_debug_update(void);
+void remote_player_send_playerframe(void);
+void animate_remote_player( u32 index );
+void animate_remote_players(void);
+void render_remote_players( world_instance *world, vg_camera *cam );
+void relink_all_remote_player_worlds(void);
+void player_remote_update_friendflags( struct network_player *remote );
+void remote_players_init(void);
+void remote_sfx_pre_update(void);
+void remote_player_network_imgui( m4x4f pv );
+void remote_players_imgui_world( world_instance *world, m4x4f pv,
+ f32 max_dist, int geo_cull );
+void remote_players_imgui_lobby(void);
+void remote_players_chat_imgui(void);